From 365a69d72ebfc986a59d269359bf04f53a18a8e5 Mon Sep 17 00:00:00 2001 From: Nebuleon Fumika Date: Sat, 26 Jan 2013 19:44:37 -0500 Subject: Release 1.24. --- README.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'README.md') diff --git a/README.md b/README.md index b55f80d..9877d3b 100644 --- a/README.md +++ b/README.md @@ -1,4 +1,4 @@ -CATSFC version 1.23, 2013-01-22 +CATSFC version 1.24, 2013-01-26 A Super Nintendo emulator for the Supercard DSTWO. -- cgit v1.2.3 From d4dd98e8c180532f24de342482e54f28874f06ef Mon Sep 17 00:00:00 2001 From: Nebuleon Fumika Date: Fri, 1 Feb 2013 20:09:24 -0500 Subject: Add an option that controls which element should be more fluid, per game: video or audio. This makes most games playable, but the player can choose to get fluid audio instead of fluid video in sound-test modes or games with epic soundtracks. --- README.md | 18 ++++++++++++++++++ 1 file changed, 18 insertions(+) (limited to 'README.md') diff --git a/README.md b/README.md index 9877d3b..8b90366 100644 --- a/README.md +++ b/README.md @@ -86,6 +86,24 @@ It is recommended to start with frame skipping 4 (Show 1 frame every 5) and go to 3 or 2 if the game doesn't run with major slowdowns with them. If you don't like the slowdowns, return to frame skipping 4 or -. +# Fluidity + +Fluidity is an option you can find under the Video & audio menu in a game. +By default, video fluidity is preferred over audio fluidity in games. + +* Preferring video fluidity makes audio skip certain notes, up to + 23 milliseconds, in order to render more video. In many games, this + difference is not audible. + Use this option if you want to play games that require precise controls or + fluid imagery more than precise audio emulation. You can also use this option + when watching game introductions, endings and cutscenes. +* Preferring audio fluidity makes video skip certain images, up to + 166 milliseconds, in order to render audio closer to 32,000 times per second. + Use this option if you want to play games mainly for their soundtracks, or in + a game's sound test mode. You can also use this option to experiment with the + green berry glitch in Super Mario World that makes TIME go over and under 100 + units constantly and makes the music play very fast. + # Hotkeys You can set buttons to press to perform certain actions. For each action, -- cgit v1.2.3 From 25aeb83f7bf395a49742c957ada5d2b917fe62aa Mon Sep 17 00:00:00 2001 From: Nebuleon Fumika Date: Fri, 1 Feb 2013 20:47:46 -0500 Subject: Release 1.25. --- README.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'README.md') diff --git a/README.md b/README.md index 8b90366..bdb75ba 100644 --- a/README.md +++ b/README.md @@ -1,4 +1,4 @@ -CATSFC version 1.24, 2013-01-26 +CATSFC version 1.25, 2013-02-01 A Super Nintendo emulator for the Supercard DSTWO. -- cgit v1.2.3 From 984682682c26edb5a9bbcd1e1d8f4aa6ce135596 Mon Sep 17 00:00:00 2001 From: Nebuleon Fumika Date: Sat, 2 Feb 2013 01:39:50 -0500 Subject: Release 1.26. --- README.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'README.md') diff --git a/README.md b/README.md index bdb75ba..91e582f 100644 --- a/README.md +++ b/README.md @@ -1,4 +1,4 @@ -CATSFC version 1.25, 2013-02-01 +CATSFC version 1.26, 2013-02-02 A Super Nintendo emulator for the Supercard DSTWO. -- cgit v1.2.3 From 8693ae1bd880a758eb2efec4fccd32f89593855d Mon Sep 17 00:00:00 2001 From: Nebuleon Fumika Date: Sun, 3 Feb 2013 04:19:11 -0500 Subject: Add SDK modifications by BassAceGold as of 2011-04-14, as well as modified DMA functions as of 2013-01-29. --- README.md | 12 ++++++++++++ 1 file changed, 12 insertions(+) (limited to 'README.md') diff --git a/README.md b/README.md index 91e582f..b67691e 100644 --- a/README.md +++ b/README.md @@ -27,6 +27,18 @@ MIPS compiler (`gcc`), extract it to `/opt/ds2sdk`, follow the instructions, then download version 1.2 of the DS2 SDK and extract its files into `opt/ds2sdk`, overwriting version 0.13. +Additionally, you will need to add the updated `zlib`, DMA +(Direct Memory Access) and filesystem access routines provided by BassAceGold +and recompile `libds2a.a`. To do this: + +> sudo rm -r /opt/ds2sdk/libsrc/{console,dma,fs,key,zlib,Makefile} /opt/ds2sdk/include +> sudo cp -r sdk-modifications/{libsrc,include} /opt/ds2sdk +> sudo chmod -R 600 /opt/ds2sdk/{libsrc,include} +> sudo chmod -R a+rX /opt/ds2sdk/{libsrc,include} +> cd /opt/ds2sdk/libsrc +> sudo rm libds2a.a ../lib/libds2a.a +> sudo make + ## The MIPS compiler (`gcc`) You also need the MIPS compiler from the DS2 SDK. The Makefile expects it at `/opt/mipsel-4.1.2-nopic`, but you can move it -- cgit v1.2.3 From 4096050f400f0a9cafa237ac11766e6b0faa70f0 Mon Sep 17 00:00:00 2001 From: Nebuleon Fumika Date: Sun, 3 Feb 2013 20:12:29 -0500 Subject: Release 1.27. --- README.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'README.md') diff --git a/README.md b/README.md index b67691e..a0b2713 100644 --- a/README.md +++ b/README.md @@ -1,4 +1,4 @@ -CATSFC version 1.26, 2013-02-02 +CATSFC version 1.27, 2013-02-03 A Super Nintendo emulator for the Supercard DSTWO. -- cgit v1.2.3 From 1c9094d99f6cb2f9ca63134cb7a348370b568b7c Mon Sep 17 00:00:00 2001 From: Nebuleon Fumika Date: Mon, 4 Feb 2013 05:57:53 -0500 Subject: Release 1.28 after disabling the controller status sync hack. --- README.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'README.md') diff --git a/README.md b/README.md index a0b2713..c7c14db 100644 --- a/README.md +++ b/README.md @@ -1,4 +1,4 @@ -CATSFC version 1.27, 2013-02-03 +CATSFC version 1.28, 2013-02-04 A Super Nintendo emulator for the Supercard DSTWO. -- cgit v1.2.3 From d1a7bf5eb558e7db4a1a27e15ebedb02e6b7f804 Mon Sep 17 00:00:00 2001 From: Nebuleon Fumika Date: Mon, 4 Feb 2013 23:45:44 -0500 Subject: Fully integrate BassAceGold's libraries, finally. The README still states that 1.2 is required to overwrite 0.13's stuff; really, 0.13 is needed only for `gcc`. So the sequence goes 0.13's `gcc` -> 1.2 -> BassAceGold's libraries -> make `libds2a.a`. DMA function names changed to match BassAceGold's. --- README.md | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) (limited to 'README.md') diff --git a/README.md b/README.md index c7c14db..61b52fe 100644 --- a/README.md +++ b/README.md @@ -31,10 +31,10 @@ Additionally, you will need to add the updated `zlib`, DMA (Direct Memory Access) and filesystem access routines provided by BassAceGold and recompile `libds2a.a`. To do this: -> sudo rm -r /opt/ds2sdk/libsrc/{console,dma,fs,key,zlib,Makefile} /opt/ds2sdk/include -> sudo cp -r sdk-modifications/{libsrc,include} /opt/ds2sdk -> sudo chmod -R 600 /opt/ds2sdk/{libsrc,include} -> sudo chmod -R a+rX /opt/ds2sdk/{libsrc,include} +> sudo rm -r /opt/ds2sdk/libsrc/{console,core,fs,key,zlib,Makefile} +> sudo cp -r sdk-modifications/libsrc /opt/ds2sdk +> sudo chmod -R 600 /opt/ds2sdk/libsrc +> sudo chmod -R a+rX /opt/ds2sdk/libsrc > cd /opt/ds2sdk/libsrc > sudo rm libds2a.a ../lib/libds2a.a > sudo make -- cgit v1.2.3 From dfa2d3cc68616ddc7e5c5fd1bb9f250fa44cd2fd Mon Sep 17 00:00:00 2001 From: Nebuleon Fumika Date: Tue, 5 Feb 2013 01:33:39 -0500 Subject: Add include files from BassAceGold's library, release 2 fix 2.2. --- README.md | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) (limited to 'README.md') diff --git a/README.md b/README.md index 61b52fe..5fb7351 100644 --- a/README.md +++ b/README.md @@ -31,10 +31,10 @@ Additionally, you will need to add the updated `zlib`, DMA (Direct Memory Access) and filesystem access routines provided by BassAceGold and recompile `libds2a.a`. To do this: -> sudo rm -r /opt/ds2sdk/libsrc/{console,core,fs,key,zlib,Makefile} -> sudo cp -r sdk-modifications/libsrc /opt/ds2sdk -> sudo chmod -R 600 /opt/ds2sdk/libsrc -> sudo chmod -R a+rX /opt/ds2sdk/libsrc +> sudo rm -r /opt/ds2sdk/libsrc/{console,core,fs,key,zlib,Makefile} /opt/ds2sdk/include +> sudo cp -r sdk-modifications/{libsrc,include} /opt/ds2sdk +> sudo chmod -R 600 /opt/ds2sdk/{libsrc,include} +> sudo chmod -R a+rX /opt/ds2sdk/{libsrc,include} > cd /opt/ds2sdk/libsrc > sudo rm libds2a.a ../lib/libds2a.a > sudo make -- cgit v1.2.3 From 07b9c9e8c1f4cdbb94ac9c1bd7c8272fab7d5f21 Mon Sep 17 00:00:00 2001 From: Nebuleon Fumika Date: Thu, 7 Feb 2013 17:33:04 -0500 Subject: README.md: Add more recent information about frame skipping and fluidity. --- README.md | 38 ++++++++++++++++++++++---------------- 1 file changed, 22 insertions(+), 16 deletions(-) (limited to 'README.md') diff --git a/README.md b/README.md index 5fb7351..d205989 100644 --- a/README.md +++ b/README.md @@ -84,19 +84,24 @@ menu's "Load a cheat file" option. In the Video & audio menu, the **Frame skipping** option allows you to select a number of frames to skip between rendered frames. -* Setting this to 0 will show every single frame, but this will slow down the - game considerably, as the DSTWO would only have enough processing power to - emulate **and** render a few frames per second. It has enough power to - emulate all frames and render **some**, though. + +As of version 1.29, the default is - (Keep up with the game). For most games, +this setting keeps video and audio fluid, without the sudden slowdowns of +previous versions when many sprites fill the screen. The DS controller buttons +are also responsive at this setting. + +For some games, you may need to adjust frame skipping. +* If a game runs at 5 frames per second, like *Yoshi's Island*, + *Kirby Super Star*, *Star Fox* or *Super Mario RPG*, setting frame skipping + to 1 will allow you to jump, move or shoot at the right times. +* If you want to show more frames per second in a game that already shows 20, + setting frame skipping to 1 or 0 will cause more frames to appear, + but your DS button input may stop responding for 2 entire seconds every so + often. The audio will also be stretched. (This is similar to NDSGBA.) * Setting this to 10 will skip 10 frames and render one, but this will severely desynchronise the audio. You will also find yourself unable to - perform actions during the correct frame with the controller. -* Setting this to - (Keep up with the game) will make the emulator try to - render the game at its correct speed, dropping frames as needed (up to 8). - -It is recommended to start with frame skipping 4 (Show 1 frame every 5) and -go to 3 or 2 if the game doesn't run with major slowdowns with them. If you -don't like the slowdowns, return to frame skipping 4 or -. + perform actions during the correct frame with the DS buttons. It is advised + to set frame skipping to the lowest value with which you can play a game. # Fluidity @@ -105,12 +110,13 @@ By default, video fluidity is preferred over audio fluidity in games. * Preferring video fluidity makes audio skip certain notes, up to 23 milliseconds, in order to render more video. In many games, this - difference is not audible. - Use this option if you want to play games that require precise controls or - fluid imagery more than precise audio emulation. You can also use this option - when watching game introductions, endings and cutscenes. + difference is not audible, but you may hear certain audio glitches if a game + depends highly on timing for its audio. + Use this option if you want to play games that require fluid imagery more + than precise audio emulation. You can also use this option when watching game + introductions, endings and cutscenes. * Preferring audio fluidity makes video skip certain images, up to - 166 milliseconds, in order to render audio closer to 32,000 times per second. + 46 milliseconds, in order to render audio closer to 32,000 times per second. Use this option if you want to play games mainly for their soundtracks, or in a game's sound test mode. You can also use this option to experiment with the green berry glitch in Super Mario World that makes TIME go over and under 100 -- cgit v1.2.3